Small Ooze, Unaligned
Armor Class 7
Hit Points 44 (8d6 + 16)
Speed 40 ft., Climb 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
1 (-5)
WIS
18 (+4)
CHA
7 (-2)
Damage Immunities Acid, Lightning, Slashing
Condition Immunities Charmed, Deafened, Frightened, Poisoned, Prone, Unconscious
Senses Blindsight 120 ft (blind beyond this radius).,, Passive Perception 14
Languages Common, Deep Speech (Only if in Magical Blood Jelly form).,
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Poll of Blood. The Bloody jelly can move through a space as nerrow as 1 inch wide without squeezing, a creature that enters its space must make a DC 13 Dexterity saving throw or be restrained until the bloody jelly moves.

Immunetable Form. The bloody jelly is immune to any effect that would alter its form.

Actions

Multiattack. The jelly makes two slam attacks.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage, and the target is grappled (escape DC 12) if the target is medium or smaller it is also restrained while grappled in this way. The Bloody Jelly can form up to four "arms", each of which can grapple only one target.

Black Blood. Each creature within 10 ft of the Bloody Jelly must make a DC 13 Dexterity saving throw or take 5 (2d6) bludgeoning damage. The ares of the attack became diffcult tarrien until cleared. On a failure, the target (if it is medium or smaller) falls knocked prone and is blinded and restrained (escape DC 12). Another creature can try to free the target by dealing at least 5 damage on a single turn to the blood covering the target, freeing it on a success.

Reactions

Reaction Name. Enter the description for your action.

Description

The Blood Jelly is a blood of a living creature that being combined with dark magic. The first Blood Jelly created by a mistake when a creature died and its blood socked into a magical wand that lost in older days. The jelly might look like nothing but blood crawling around searching for living or dead creatures to consume.Its not powerful, but its presence is so unsettling and creepy that they are mostly aren't common living with peopole.

Consumers of Magic. To grow, the blood jelly need to consume magical items and flesh. They find those on corpses or maybe by mistake. At a time, when a jelly consumes enough magic, it became stronger and stronger, so that it transformes into a "Magical Blood Jelly" as would progress later at this page. Jelly have no mind, they just search for this magic and flesh to survive.

Magical Bloody Jelly. When a blood jelly eats enough magical items, it grows in size and grow magical powers, its mind became more complex and there are some magical jellys like this that learned how to use this magical items. Those creatures became after a while a beings, foe instead just searching for this magic to survive, they also search for it to discover the great beauty of it. But this creatures are pretty rare.

 

Varint: Magical Bloody Jelly:

A magical bloody jelly gains the following traits:

Magic Resistance. The Bloody Jelly has advantage on saving throws against spellls and other magical effects.

Innate Spell Casting. The Bloody Jelly innate spellcasting ability is Chrisma (spell save DC of 8+ profiency bonus+ chrisma bonus), it can innately cast the following spells, require no matirial Components:

At will: chill touch, detect magic, detect evil and good, mage hand, mage armor.

A magical bloody jelly challenge rating is 5 (1,100 XP), it also gain the following actions:

Corruption Touch. Melee Spell Attack, +5 to hit, reach 5 ft, one target. Hit: 9 (2d6+2) necrotic damage.

 

Ability Scores. The Magical Bloody Jelly retains its strengt, dexterity, and Constitution modifier, but its chrisma and intelligence score are all incriesing by 6. It has saving throws to Chrisma +4, and Intelligence +1, and it has skills of Arcane +1.

Eylo

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